For dynamic shadowing effects, previous work [1]}, [2]} demonstrates that quasi-shadow maps predicted by a shadow network from ambient occlusion can achieve a good tradeoff between output quality and computation efficiency. Therefore, we follow previous work to use a shadow network to predict a quasi-shadow map, which is multiplied with the view-dependent texture to obtain the final predicted texture. The input ambient occlusion is computed by ray intersection with both body and clothing geometry.
